I came accross here to ask about mouse.lab which I cannot find except as in the forum posted from the windows zip-file because I am trying to make it work on my machine. Where is that file to be found then normally?
I don't see it in the official repository.
Since I have a bought a netbook with an Atom 2800 and this crap called PowerVR GMA3600 integrated which is not supported in Linux I have to rely on software rendering.. and NOT using fullscreen.
Unfortunately going to full screen is buggy with all SDL - It will set wrong dimensions and I will see only half of the whole thing.. thats with every game I have tried so far using SDL going fullscreen..
I wonder why I am not able to get the mouse working then.. could it be related to having it run in a window?
I copied mouse.lab to the datadir and had grim_mouse pulled from the official repository.. compiled it.. installed it..
It works so far... just without responding to my mouse.

if you're building from source, mouse.lab can be found in dists/engine-data in the repository. Mouse support works in both windowed and full-screen mode. Software rendering is not supported at the moment, however-- there are issues with transparency rendering using TinyGL which I haven't yet had the time to figure out.

Finally got around to trying the Mac version again, and like others v0.4 fixed my crashing bugs.

This is such great work. I missed out on Grim the first time around, and my wife and I just started playing. We hadn't gotten very far, but trying this I can already tell this is like a whole different game.

Question: Anyone feel a newbie should play it through "normal" the first time? I don't want to miss out on anything, though the control system was demotivating us from continuing to play at all.

I can tolerate the tank controls, but for some reason my brain refuses to adjust to the inventory and action/examine/etc system.

Finally got around to trying the Mac version again, and like others v0.4 fixed my crashing bugs.

This is such great work. I missed out on Grim the first time around, and my wife and I just started playing. We hadn't gotten very far, but trying this I can already tell this is like a whole different game.

Question: Anyone feel a newbie should play it through "normal" the first time? I don't want to miss out on anything, though the control system was demotivating us from continuing to play at all.

I can tolerate the tank controls, but for some reason my brain refuses to adjust to the inventory and action/examine/etc system.

I don't think you're missing out on that much, if anything at all. Oddly I do think the tank controls make you feel like you're "there", but that might just be me. I'm sure it's still a great game with great music, dialogue and story with a mouse!

If you want to try tank controls, I'd suggest using a controller. I finally made the switch to using a controller for the first time in my current playthrough and, not that surprisingly I guess, it's MUCH better.

I'd recommend sticking with mouse for now, but if you do fancy trying a controller, get Pinnacle (it's free) and an XBox 360 Controller:

I have modified it a bit, to use it along with increasing the viewport resolution... But I'm not used to GIT so I don't know if I should or how to upload any change to the code, so... those are my changes:

I should have added asking the renderer on grimm.cpp to ensure I'm using opengl, but that's it. The keys on Residualvm preferences (.ini) file could be, for example

gameWidth=1280gameHeight=960

I tried 1920x1080... and it's great too. It's stretched, but It would be anyway at fullscreen so

Also... a few other changes... I changed the GL_CLAMP to GL_CLAMP_TO_EDGE and the texture filtering from GL_NEAREST to GL_LINEAR everywhere at opengl.cpp's CreateBitmap, CreateFont and PrepareMovieFrame.